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#1 (permalink) |
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Junior Member
Join Date: Feb 2008
Location: In front of monitor.
Posts: 7
Name: Kiernan May |
Does anyone have a hard time when dealing with big landscapes with Maya?
I find it hard to draw roads and paths so in the end I gave up now I use a projection texture from one massive photoshop file. The problem then is that I can't have different shaders for the roads, grass and paths and gardens etc... How does everyone else go about landscaping in Maya? |
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#3 (permalink) |
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Junior Member
Join Date: Feb 2008
Location: In front of monitor.
Posts: 7
Name: Kiernan May |
I think the hardest part is not "drawing" the roads, but connecting them up with gutters and also connecting roads with other roads at T-Intersections and making sure they sit properly on the ground.
- My process is that I usually start off with a bash mesh, which is just the bare earth imported from something like AutoCad or Sketchup. - I then make the ground Live and then I draw on top of this all the paths and roads with curves. - I then loft the curves together, convert to polys and extrude them to give them a height. They never really look good closeup but from a distance I can get away with it, almost always the paths clip through the ground and I have to go in and manually clean them up. The other problem is that it's very difficult to join roads together and also to keep a nice consistent profile between the gutter, roads and path at intersections. I was just wondering on how other people go about this workflow. Thanks Shane. |
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#4 (permalink) |
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Veteran Member
Join Date: Oct 2006
Location: Phx
Age: 31
Posts: 585
Name: Jonas Callewaert |
__________________
The most necessary/useful piece of learning is that which unlearns what is untrue: 'evil' may be acquiring Happiness through virtue which is based on knowledge!/? |
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#5 (permalink) | |
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Veteran Member
Join Date: Aug 2007
Location: Sydney
Posts: 696
Name: Shane Neal |
Quote:
Select the curve and choose Surfaces>Planar. If your curve was correctly created, it will fill with a planar trim. Don't worry about any angular corners. Now remove the history between the curve and the Planar surface and then rebuild the surface to a level of detail that smooths any angular planar trims. Once the NURBS surface is of a high enough detail, you can then fit the surface to your ground plane. Once that is done select the trim edge of the road (Right click the surface >Trim Edge), then NURBS Curves>Duplicate Surface Curves to create a curve path for your kerb/ gutter. Create a profile for the kerb and extrude along that path. I apologise - this must sound like the ravings of a madman To make it simpler, the work flow is this... 1. Trace the outline of your road with a CV or EP curve and use planar to create the road surface. 2. Break the history between the curve and planar. 3. Fit the planar to the ground and add detail to the planar to smooth it's oultline. 4. Create an new outline curve (Trim edge) so you can use it as a path to extrude the kerb, gutter, aprons and footpaths. 5. Clean up/ add detail where necessary. The break all history. 6. You can texture from here on or convert to polys/subD if you like and go further. If you can understand what I mean...Well Done! If you have any questions, let me know and I'll make a snappy little PDF for you and post it here. If your "ground" is a NURBS surface, you can project a curve and Trim the "ground". If It's a poly mesh, you can cut the mesh and delete the unneeded faces or use a Boolean. |
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| Tags |
| landscaping, maya, paths, roads |
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